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Everything posted by Picassoo
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valid Fix camera alignment (keyboard controls aiming issue)
Picassoo replied to Picassoo in Fix camera alignment (keyboard controls aiming issue) Ideas and Suggestions
https://youtu.be/fZJfn65mx2Y As the video shows, the camera does not align correctly with the gun, this issue ought to be fixed as it interferes with aiming The line in the video is right in the middle of the screen https://imgur.com/zswVA4kImage showing the problem (this shot happened from standstill) -
Field of view (FOV) ought to be adjustable in-game.
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if the contracts allow me to buy a railgun skin at a reasonable price (unlike shop offers or gambling on 1500 tankoin BPs), I'll probably go for it
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Ikr, that server lag that often shows itself multiple times in one XP/BP match is there despite the player base being smaller than it used to be Also, the client is plagued with unbearable fps stutter even at high framerates
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No, non-buyers generate income indirectly by being a large part of the playerbase
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Protection module slots are really too basic a feature to be available solely for tankoins
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lol no, surviving two shots equals being 3shot
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I'm amazed that something wise it being done about XP/BP. If the 3shots on Hornet are rare enough, they'll make it more balanced. As for Hopper, it doesn't really belong in XP/BP anyway, but making it 1shot will make it less annoying
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Agreed. Either bringing back the old 3shot chances, or this: https://en.tankiforum.com/topic/391310-add-round-stabilization-augment-to-xp-bp-and-xpbp-battles
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For example's sake: Let's say you have a 3 Hz monitor. If you cap your FPS to 3, your GPU will try to maintain a stable frame rate of 3 FPS, so the delay between when your frame has been drawn and the monitor's refresh cycle will be roughly constant (just roughly, because there always are times when the GPU doesn't catch up, even if it is powerful). Now if you turned the cap off and got 4 FPS, every 3 screen refreshes you'd get 4 frames. Let's say the first refresh came right after the first frame was drawn. Your screen will refresh again in 333 ms, but the next frame will be drawn in 250 ms. So the first refresh displayed a frame 0 ms old, but by the second refresh an 83 ms old frame is showing. In another 250 ms the third frame will be drawn, but the screen will not be able to refresh yet. Depending on whether your GPU manages to draw the fourth frame right before the third screen refresh, you may get a perfectly timed frame or a 250 ms old one. Notice the inconsistency? This is what causes screen judder. Third scenario: you upgraded your GPU and now get 1000 uncapped FPS. Your screen chooses the newest available frame each time it refreshes. With over 300 frames drawn every refresh cycle, the newest one will nearly always be perfectly timed.
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Your monitor refreshes at a constant rate, while your GPU produces new frames at differing one. However, if you cap your FPS at 60 whilst having a powerful enough graphics card to maintain such a frame rate, the frames will be timed roughly in sync with your 60 Hz monitor refreshes. On the other hand, with uncapped 100 FPS your monitor will often show frames that are old because they have been drawn sometime between the screen updates. Uncapped 400 FPS is fine but 100 or even 200 may feel juddery. EDIT: cap your FPS at a number close to a multiple of your screen refresh rate, or don't cap it at all if you have a powerful graphics card.
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While the HTML5 version is faster, I can't maintain 60 FPS when the frame rate cap is on, despite my PC being able to run the game at frame rates multiple times higher — it keeps dropping to 59 — 57. On Flash the frame rate dropped more rarely and for negligible amounts of time, to 59 FPS. Playing on the new client with a cap just feels like a joke at times.
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I made a topic in the Ideas and Suggestions section of the Forum, support it here if you agree: That being said, I get the notion XP/BP isn't being neglected by the devs — they actually seem to be fighting it.
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Even more 3shots in XP/BP, the devs must really hate this mode
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valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Ideas and Suggestions
Such things are done by devs so they can see at once whether whatever they're testing works without using debug tools -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Ideas and Suggestions
Apparently you haven't played XP/BP since the critical damage update. Check it out mate haha wdym -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Ideas and Suggestions
How come you think spawns are predictable and which XP/BP map has 3 spawn positions per base then? Btw, I actually like it how spawns don't revolve in a fixed order, but 25% 3shot chance is way too high. -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Ideas and Suggestions
The occasional -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Ideas and Suggestions
So people who play is treat it as a problem, and you don't understand why -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Ideas and Suggestions
Seems like that to be honest, I'm not sure they realize that this mode is were legends meet skilled play which in turn makes play level higher. Also, XP/BP players play MM to get skins and paints, but that doesn't mean they'll move to non-PRO if XP/BP is made worse. They'll more likely quit. -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Ideas and Suggestions
It is true that the occasional 3shot always sometimes allowed some amazing clutch returns or captures, making it worth fighting to the end most of the time. It was also better because it was partially predictable. I wouldn't really mind 3shots if they were at least as rare as they used to be, yet I think it would ultimately be better for 3shots to never occur, as they can be annoying and XP/BP already has enough luck factors: 1. Predicting your opponent's moves 2. Spawns 3. Unfortunately: lag -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
Picassoo replied to Picassoo in Add "round stabilization" augment to XP, BP and XP/BP battles Ideas and Suggestions
The title says it all; can easily be done by enabling the round stabilization augment for Railgun in format battles by default so that tanks always take two shots to kill. Doesn't involve any new mechanics and is something any decent XP/BP player would agree with. -
Read this carefully and you'll notice that it makes absolutely no sense
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TL; DR: New P2W protection added to Uconts at the cost of ruining MM, PRO and especially XP/BP
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The damage spread of some turrets was a feature that didn't really cause problems. Furthermore, even if it did, why not simply minimize it? Or make all turrets deal constant damage? With this update, it is actually harder to predict how many shots it will take to kill an enemy and XP/BP is completely ruined — 3shots occur 25% of the time. All this conflicts with the alleged reason behind these changes. Remember the mass testing of gameplay changes, such as 2X tank hp or 16v16 battles? Why isn't this introduced as a test? What's all this mess for and why does it affect XP/BP? But, of course, updates that introduce some new expensive feature to be found in Uconts are always top priority. Tanki Online, please remove critical damage from XP/BP battles. Even better — revert the game to what it was yesterday.
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